203 lines
6.6 KiB
C#
203 lines
6.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Net.Http;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using UnityEditor;
|
|
using UnityEditor.SceneManagement;
|
|
using UnityEngine;
|
|
|
|
[InitializeOnLoad]
|
|
public static class SceneNotifier
|
|
{
|
|
// Replace with your Discord webhook URL
|
|
private static readonly string WebhookUrl = "https://discord.com/api/webhooks/1486718530765328424/42mP_zYNTEwwBbc_lcuasPbpZppXoC4U14-Pde1YatdxatT5s9vml8lgQXTwAmm0PNe5";
|
|
|
|
private static readonly string UserName = Environment.UserName;
|
|
private static readonly string MachineName = Environment.MachineName;
|
|
private static readonly HttpClient Http = new HttpClient();
|
|
|
|
// Key = full scene path, Value = opened timestamp
|
|
private static readonly Dictionary<string, DateTime> OpenScenes = new Dictionary<string, DateTime>();
|
|
|
|
static SceneNotifier()
|
|
{
|
|
EditorSceneManager.sceneOpened += OnSceneOpened;
|
|
EditorSceneManager.sceneClosed += OnSceneClosed;
|
|
EditorApplication.quitting += OnEditorQuitting;
|
|
}
|
|
|
|
private static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, OpenSceneMode mode)
|
|
{
|
|
if (!IsTrackableScene(scene))
|
|
return;
|
|
|
|
string scenePath = scene.path;
|
|
DateTime openedAt = DateTime.Now;
|
|
|
|
OpenScenes[scenePath] = openedAt;
|
|
|
|
string message =
|
|
$"🚧 **Scene Locked**\n" +
|
|
$"👤 **{UserName}**\n" +
|
|
$"💻 **{MachineName}**\n" +
|
|
$"📁 `{FormatPath(scenePath)}`\n" +
|
|
$"🕒 Opened: **{FormatDateTime(openedAt)}**";
|
|
|
|
_ = SendDiscordMessage(message);
|
|
}
|
|
|
|
private static void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
|
|
{
|
|
if (!IsTrackableScene(scene))
|
|
return;
|
|
|
|
string scenePath = scene.path;
|
|
DateTime closedAt = DateTime.Now;
|
|
|
|
if (OpenScenes.TryGetValue(scenePath, out DateTime openedAt))
|
|
{
|
|
TimeSpan duration = closedAt - openedAt;
|
|
|
|
string message =
|
|
$"🔓 **Scene Released**\n" +
|
|
$"👤 **{UserName}**\n" +
|
|
$"💻 **{MachineName}**\n" +
|
|
$"📁 `{FormatPath(scenePath)}`\n" +
|
|
$"🕒 Opened: **{FormatDateTime(openedAt)}**\n" +
|
|
$"🕒 Closed: **{FormatDateTime(closedAt)}**\n" +
|
|
$"⏱ Stayed on scene: **{FormatDuration(duration)}**";
|
|
|
|
OpenScenes.Remove(scenePath);
|
|
_ = SendDiscordMessage(message);
|
|
}
|
|
else
|
|
{
|
|
// Safety fallback in case Unity reports a close for a scene we did not track
|
|
string message =
|
|
$"🔓 **Scene Released**\n" +
|
|
$"👤 **{UserName}**\n" +
|
|
$"💻 **{MachineName}**\n" +
|
|
$"📁 `{FormatPath(scenePath)}`\n" +
|
|
$"🕒 Closed: **{FormatDateTime(closedAt)}**\n" +
|
|
$"⏱ Stayed on scene: **unknown**";
|
|
|
|
_ = SendDiscordMessage(message);
|
|
}
|
|
}
|
|
|
|
private static void OnEditorQuitting()
|
|
{
|
|
DateTime quitAt = DateTime.Now;
|
|
|
|
if (OpenScenes.Count == 0)
|
|
{
|
|
string message =
|
|
$"❌ **Unity Closed**\n" +
|
|
$"👤 **{UserName}**\n" +
|
|
$"💻 **{MachineName}**\n" +
|
|
$"🕒 Closed Unity: **{FormatDateTime(quitAt)}**\n" +
|
|
$"📂 No tracked open scenes";
|
|
|
|
_ = SendDiscordMessage(message);
|
|
return;
|
|
}
|
|
|
|
// Copy first so we can safely clear afterward
|
|
var scenesToRelease = new List<KeyValuePair<string, DateTime>>(OpenScenes);
|
|
|
|
foreach (var kvp in scenesToRelease)
|
|
{
|
|
string scenePath = kvp.Key;
|
|
DateTime openedAt = kvp.Value;
|
|
TimeSpan duration = quitAt - openedAt;
|
|
|
|
string message =
|
|
$"❌ **Unity Closed — Scene Auto-Released**\n" +
|
|
$"👤 **{UserName}**\n" +
|
|
$"💻 **{MachineName}**\n" +
|
|
$"📁 `{FormatPath(scenePath)}`\n" +
|
|
$"🕒 Opened: **{FormatDateTime(openedAt)}**\n" +
|
|
$"🕒 Unity closed: **{FormatDateTime(quitAt)}**\n" +
|
|
$"⏱ Stayed on scene: **{FormatDuration(duration)}**";
|
|
|
|
_ = SendDiscordMessage(message);
|
|
}
|
|
|
|
OpenScenes.Clear();
|
|
}
|
|
|
|
private static bool IsTrackableScene(UnityEngine.SceneManagement.Scene scene)
|
|
{
|
|
// Prevent false notifications on startup / editor internals / untitled scenes
|
|
if (string.IsNullOrWhiteSpace(scene.path))
|
|
return false;
|
|
|
|
if (!scene.path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
private static string FormatPath(string path)
|
|
{
|
|
return path.Replace("Assets/", "");
|
|
}
|
|
|
|
private static string FormatDateTime(DateTime dt)
|
|
{
|
|
return dt.ToString("yyyy-MM-dd HH:mm:ss");
|
|
}
|
|
|
|
private static string FormatDuration(TimeSpan duration)
|
|
{
|
|
if (duration.TotalSeconds < 60)
|
|
return $"{(int)duration.TotalSeconds}s";
|
|
|
|
if (duration.TotalMinutes < 60)
|
|
return $"{(int)duration.TotalMinutes}m {duration.Seconds}s";
|
|
|
|
return $"{(int)duration.TotalHours}h {duration.Minutes}m {duration.Seconds}s";
|
|
}
|
|
|
|
private static async Task SendDiscordMessage(string content)
|
|
{
|
|
try
|
|
{
|
|
string escapedContent = EscapeJson(content);
|
|
string json = $"{{\"content\":\"{escapedContent}\"}}";
|
|
|
|
using var httpContent = new StringContent(json, Encoding.UTF8, "application/json");
|
|
using var response = await Http.PostAsync(WebhookUrl, httpContent);
|
|
|
|
if (response.IsSuccessStatusCode)
|
|
{
|
|
Debug.Log($"[SceneNotifier] Sent to Discord:\n{content}");
|
|
}
|
|
else
|
|
{
|
|
string responseBody = await response.Content.ReadAsStringAsync();
|
|
Debug.LogWarning(
|
|
$"[SceneNotifier] Discord webhook failed. Status: {(int)response.StatusCode} {response.StatusCode}\n{responseBody}"
|
|
);
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogWarning($"[SceneNotifier] Failed to notify Discord: {e.Message}");
|
|
}
|
|
}
|
|
|
|
private static string EscapeJson(string value)
|
|
{
|
|
if (string.IsNullOrEmpty(value))
|
|
return string.Empty;
|
|
|
|
return value
|
|
.Replace("\\", "\\\\")
|
|
.Replace("\"", "\\\"")
|
|
.Replace("\r", "\\r")
|
|
.Replace("\n", "\\n")
|
|
.Replace("\t", "\\t");
|
|
}
|
|
} |